blender/intern/cycles/render/background.cpp
Kévin Dietrich 5a964664d6 Cycles: add reference counting to Nodes
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.

This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.

This is not currently used, but will be in the next commit.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:20:33 +02:00

153 lines
4.6 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/background.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/nodes.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/stats.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_time.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Background)
{
NodeType *type = NodeType::add("background", create);
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
SOCKET_BOOLEAN(use_shader, "Use Shader", true);
SOCKET_BOOLEAN(use_ao, "Use AO", false);
SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
SOCKET_BOOLEAN(transparent, "Transparent", false);
SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
SOCKET_NODE(shader, "Shader", Shader::get_node_type());
return type;
}
Background::Background() : Node(get_node_type())
{
shader = NULL;
}
Background::~Background()
{
dereference_all_used_nodes();
}
void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->background.times.add_entry({"device_update", time});
}
});
device_free(device, dscene);
Shader *bg_shader = get_shader(scene);
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
kbackground->ao_bounces_factor = ao_factor;
kbackground->ao_distance = ao_distance;
kbackground->transparent = transparent;
kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
if (transparent && transparent_glass) {
/* Square twice, once for principled BSDF convention, and once for
* faster comparison in kernel with anisotropic roughness. */
kbackground->transparent_roughness_squared_threshold = sqr(
sqr(transparent_roughness_threshold));
}
else {
kbackground->transparent_roughness_squared_threshold = -1.0f;
}
if (bg_shader->has_volume)
kbackground->volume_shader = kbackground->surface_shader;
else
kbackground->volume_shader = SHADER_NONE;
kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate();
/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
if (bg_shader->graph->nodes.size() <= 1) {
kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
}
/* Background present, check visibilities */
else {
if (!(visibility & PATH_RAY_DIFFUSE))
kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
if (!(visibility & PATH_RAY_GLOSSY))
kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
if (!(visibility & PATH_RAY_TRANSMIT))
kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
if (!(visibility & PATH_RAY_VOLUME_SCATTER))
kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
if (!(visibility & PATH_RAY_CAMERA))
kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
}
clear_modified();
}
void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
void Background::tag_update(Scene *scene)
{
Shader *bg_shader = get_shader(scene);
if (bg_shader && bg_shader->is_modified()) {
/* Tag as modified to update the KernelBackground visibility information.
* We only tag the use_shader socket as modified as it is related to the shader
* and to avoid doing unnecessary updates anywhere else. */
tag_use_shader_modified();
}
if (ao_factor_is_modified() || use_ao_is_modified()) {
scene->integrator->tag_update(scene, Integrator::BACKGROUND_AO_MODIFIED);
}
}
Shader *Background::get_shader(const Scene *scene)
{
return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
}
CCL_NAMESPACE_END